About Sonya BlackMythweavers character sheet link: Sonya Black Stats:
Tiefling Ranger
Tiefling (Pitborn) Ranger (Freebooter/Trapper) 1 CG Medium Native Outsider Init +2; Senses Perception +4, Darkvision 60 ft. -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 HP 14 (1d10 + 2 (Constitution) + 3 (Toughness)) Fort +4, Ref +4, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee sickle -1 (1d6-1) -------------------- Statistics -------------------- STR 16, DEX 14, CON 14, INT 10, WIS 10, CHA 13 Base Atk +1; CMB +4; CMD 16 Feats Toughness Traits Child of the Streets (+1 Sleight of Hand and Class Skill), The Pathfinders' Exile (Begins play with a Wayfinder; +2 bonus to Survival to avoid getting lost, may emit Light as a Standard action as if cast by a 5th level caster; serves as a compass) Skills Armor Check Penalty is -2 from armor, -2 from shield. Skills with an asterisk (*) beside them incur armor check penalties and are calculated without them on this sheet. Disable Device* +7, Knowledge (Geography) +4, Knowledge (Local) +1, Perception +4, Sleight of Hand +7, Stealth +8, Survival +4 Languages Common, Abyssal Gear Chain Shirt, Spiked Gauntlet, Heavy Steel Shield, Heavy Pick, Explorer's Outfit, Backpack, Smoked Goggles, Bedroll, Blanket, Soap, Canteen, 3 Days' Trail Rations, 32 gp, 2 sp, 5 cp -------------------- Special Abilities -------------------- Shatter 1/day (sp) - Pitborn can use shatter once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level. (DC 13) Freebooter's Bane - At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target. Trapfinding - A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps. Track - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Background:
Sonya Black was born in Cheliax to two lower class humans who were struck with shock and disbelief when they realized their child had obvious demon heritage. It was strange because her two older siblings had been ordinary humans; so why was she different? Her father accused her mother of being unfaithful, and her mother accused her father of having fiend blood. Within a month after her birth, her parents were divorced, her older brothers leaving with her father while her mother was stuck with the demon child. It was not a loving relationship Sonya had with her mother.
Being treated poorly by everyone she knew, Sonya learned how to defend herself very quickly. She developed a mean right hook before she learned how to read or write, and she learned how to pick a lock by the age of nine. By the time she was twelve, her mother had thrown her out of her house, and she started living with a gang of like-minded individuals, all of whom were also tieflings. They did some odd jobs, some of them less legal than others, and also mugged a few unlucky passers-by. They never killed anyone, but they knew how to rob and how to fight. Sonya became an integral member of the group, partly because of her natural strength, partly because of her skill at lockpicking, and partly because she had a way of encouraging and guiding her friends in a scrap with a keen eye and a few quick words. She was happy enough with this life, though never quite content. It was a dangerous way to live, but they managed to avoid the attention of the Hellknights, which was more than could be said for other criminals. It all ended, though, after the gang muscled the wrong noble for some gold. One day after they'd robbed him blind, he had multiple squads Hellknights come after them. The result was bloody; of the dozen or so tieflings, only three of them got out alive, and they had to flee in such a way that they couldn't find each other again. Now lacking a group to be a part of and wanting a little revenge on the Hellknights, Sonya is looking for a new job and maybe a new bunch of folks to work with... if they're not a bunch of prim-and-proper arrogant bastards, that is. Seven Questions:
1. Where do you socialise?
2. Where do you frequently visit in Westcrown?
3. Where do you work (if you do)?
4. How do you conceal your feelings of treason/rebellion from those in power?
5. How would people looking to make a difference in Westcrown know of you?
6. What are your hobbies?
7. What do you do at night/day?
Appearance Summary:
Sonya looks mostly human at first (no tail, no horns or hooves), but on closer inspection (within 10 feet or so) her skin is scaly and rough to the touch, and her hair has an unnatural crimson hue. She's a tall woman (6'1" or so), muscular, and really not the sort of person you'd use the word 'pretty' to describe. All her gear is pretty drab, low-quality stuff. She's got a bit of dirt and grime on her. |